League of Legends

League of Legends Dev Tracker




21 Nov

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This was /remake, and not an early surrender because of an AFK player after 3:30, right? If so, can you DM me your summoner name, region, and which game this was so we can look at it.

EDIT: looking into a few that people sent me, they've been post 3:30 surrenders (not remakes) so would count as a win/loss

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Originally posted by FreeMystwing

I'm rushing against the clock to take a quick run to the toilet and washing my hands - hoping that people don't load in too fast.

At this stage, this is an issue with the game that needs to be fixed.

I'd recommend you do those things before entering queue

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Originally posted by twitchchat9000

It's extremely annoying in practice mode when I'm reading item descriptions or doing maths.

We're looking into this one, agree it's more problematic there.

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Originally posted by Fitzky45

Should be 30 seconds minimum, some people go grab water or food before game starts and getting to the game at 30 seconds in isn't going to change much unless your team really wants to invade.

The pop-up is at around 60 seconds since your last input and it takes 90 seconds of no input to trigger a remake option, and we think it's a reasonable ask for folks to click something in a 60/90 second window. Could potentially move back the popup. 30 seconds for water should be fine (but also the game does start at 0:00!)

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Originally posted by Minishcap1

if thats the case then can we make autofill parity actually work in high elo? Sucks when my team has autofill jungle or support and the enemy team has autofill top lane so we just auto-lose

Ranks where this is most valuable are also the lowest population which makes it the hardest to to :P. We did some changes earlier this year that got us "free"ish wins, but for more it's likely we'd have to decide what tradeoffs we'd made. This is very very hypothetical, but curious which of these options would appeal more to you:

  • today's state
  • 3x or more queue times but guarantee all primary
  • same queue times, get primary only around 50% of your games and every other role has parity in secondary/autofill
  • same queue times, all onrole but low diamond-challenger can all be in the same game (assume team vs team mmr would be balanced)
  • make matches we know are unbalanced but guarantee role parity

Are examples of options, pretty much anything we would do here has some tradeoff of queue time/primary assignment rate/mmr balance/role parity.

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Originally posted by ApolloFortyNine

Isn't this really on you (Riot)?

You have the power to raise the dodge penalty all on your own.

Course maybe the client still randomly not letting you pick a champion sometimes makes you afraid to really raise the punishment to something substantial?

We recognize that there are still some legitimate reasons to dodge, so anonymity leaves those open (irl emergency, champ select technical failure) while lowering the frequency of the ones that are competitively oriented and also heading off some unnecessarily negative interactions in champ select. We also didn't see tooooo much of a change in behavior/sentiment last time we increased dodge penalties, so are trying a different tactic here. Could try raising them in the future, some folks also have multiple accounts etc. that make these penalties less relevant for them no matter what they are.

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Originally posted by Dann93

Makes completely sense, but dodging the 10 games inting streak Fiora was necessary when the 10 games inting streak Fiora kept going ahead unscathed.

Yes, big agree that it's important we appropriately action on folks who are inting, because those folks will keep queuing whether they're able to be scouted/dodged or not in a specific game (and will eventually find one), so unless they're actioned on they'll keep ruining games.

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Originally posted by BrotherZael

That thread is such a shit show. How about just keep summoner names like it’s been for 11 years. The rioter is making every excuse possible to justify removing names and replacing it with “gromp scuttle wolves” like dude is this a f**king comp game or roblox

Comp, and we want the skill you compete on to be in game skill, not when-do-I-dodge.


20 Nov

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Originally posted by IamLevels

Any chance you guys can consider tweaking how stacks of the jungle item are generated? With both junglers taking longer to upgrade their smites cause you need 40 and the stacks being tied to actually killing the large monster of each champ, I find that the jungler whose team is behind struggles to get their smite to 1200 as their camps inevitably get poached by both enemies and their own teammates alike. Previously, the only criteria for upgrading your smite was simply casting it 5 times, so junglers who were behind were still able to get their smite on even footing as the enemy jungler more consistently. With this current stack system, the jungler who's behind ends up being stuck at 900 much longer than their opponent, meaning they're almost always unable to 50/50 a smite-fight unless the enemy makes a critical mistake.

I'm not sure how this will impact the average time junglers get to 1200 but if the actual smite cast itself generated 1-2 stacks, it would help lessen the ...

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Currently there's something coming next patch which means behind junglers should be able to cash out bonus treats faster when they can get a few camps. Likely not enough on its own but we'll see. Lots of tuning to make sure this mechanic lands exactly as it needs to

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Originally posted by phylaris

Ya I definitely agree the total EXP should be lower than S12.

I feel a middle-ground where Krugs are still worth significantly less than before, but the other camps are worth a tiny bit more than S12 (still lower as a sum total) might be worth considering. The amount of EXP lost relative to S12 while ganking/holding lanes from the -25% minion EXP penalty is super noticeable, so combined with the lower camp EXP junglers seem to be consistently falling really far down on EXP compared to sololaners.

Possibly the kind of thing we do over a few changes too, bring it up to par with before and see how that shakes out and so on. These kinds of things can be super sensitive and preseason is still quite long for making sure we land the right number

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Originally posted by phylaris

Out of curiosity, is the intent to equalize S12 and S13 EXP values on all the non-Krugs camps, or to overcompensate by a little bit to partially make up for the nerfed Krugs exp?

Not sure tbh, likely would be slightly down cause Krugs is a more takeable camp but I don't want to commit to anything here/now since we're on break and I haven't thought about it deeply yet

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Originally posted by EgonThyPickle

Wouldn't it be better to just make the bonus xp scale instead or is there something I'm missing? That way you keep the xp for non-junglers the same while still buffing the xp for junglers back to their old values.

Definitely possible! I'm not committed to any change yet and there's benefits to each (or something else)

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Originally posted by Scientrist

And what about the champion takedown. Is this supposed to give a you a treat or not. Because there is some discrepancies between the patch notes and the game.

Assume ingame is correct for things like this

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Originally posted by Scientrist

You should also take a look at the other stuff we found regarding the treats and champion takedowns and the tooltip for the jungle item.

Yeah there's def some tooltip cleanup needed, thanks!

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Originally posted by Scientrist

I will update the reddit post for now and explain what happened. But it is really unclear currently. I also feel like it needs a bit of compensation. It is kinda weird to just shift the XP like this and not give compensation. Because taking XP out of the jungle wasn't what was intended right?

Likely gonna compensate ya

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Originally posted by Scientrist

Alright i understand the changes now, im assuming it has to do with the 15 XP shift that was in the patch notes right? If this is the case can you please make it more clear in the patch notes. Because I am sure with the current wording 99% of players will not understand this change.

Sadly a bit of awk timing since a lot of us are off for Thanksgiving, but when we're back I'll pass it along

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Originally posted by Scientrist

But why does it not say that in the patch notes? There was no reference to these XP changes in the patch notes. Pretty sure nothing was added back onto the item. Maybe you guys missed smt. Im very curious what the intended change was

Well technically the way they scale didn't change (percent of base is unchanged). The base reduction of xp was in the patch notes wasn't it? -15xp on camps +15xp on camp kill for jungler

It should've been in there probs and my fault for not passing it along

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This is cause base xp of camps went down (and was compensated on item) and camp xp over lvls scales off of that base number (at least in pretty sure that's what's happening). Decent chance we up scaling to compensate

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Originally posted by survfate

/u/spawndog any chance we got official statement on this issue? :(

Sorry, I dont have anything official. Its complicated :(